precision highp float; #pragma glslify: outOfRange = require(glsl-out-of-range) attribute vec3 position; attribute float pointSize; attribute vec4 id; uniform mat4 model, view, projection; uniform vec3 clipBounds[2]; varying vec3 f_position; varying vec4 f_id; void main() { if (outOfRange(clipBounds[0], clipBounds[1], position)) { gl_Position = vec4(0.0, 0.0, 0.0, 0.0); } else { gl_Position = projection * view * model * vec4(position, 1.0); gl_PointSize = pointSize; } f_id = id; f_position = position; }